Earlier quoted context omitted.
Yes, I'm intrigued how one is going to bring "old-school arcade sensibilities" to a system where the inputs really need to be interpreted as "a user pressed sort of hereish, sort of nowish" and when the user does that, they also have to cover some percentage of the screen to do it. Precision is not available. Not all games require precision, so it's not a fatal problem, merely just another design issue to deal with,…
> Not all games require precision, so it's not a fatal problem, merely just another design issue to deal with, but it does sound fatal to a lot of "old school arcade" ideas. Not sure what the issue is. I've used tons of old-school arcade games in the 80s. They had horrible precision joysticks, guns ("operation wolf"), etc.
(With a Wiimote you can actually develop muscle memory... ah, I need to aim here so I put the remote here, blammo. Trudging a massive hunk of plastic bolted to the cabinet, thus having a restricted range of motion, is just nothing like freely moving a Wiimote. Seriously, if you've got a Wii and you've never tried a "light-gun game" (ironically still called that despite the term being decades obsolete now), pick one up sometime. They're cheap.)
So, at least in my case, my experience directly contradicts your claim that accuracy isn't important for that genre. Also would have to say that when the joystick is not really working correctly, I immediately leave, and when they are working correctly, I don't know what you mean by them being imprecise.